Open-Only in PP2.0?

For the record, I am also opposed to Open Only, including being opposed to PP2 open only. I think all modes should remain optional. But some of the rewards in Open should probably be scaled up in some way commensurate to the additional risk.

Personally I think limiting this to PP2 progress would be a great compromise, and a manageable test bed for FDEV for balance.

And how would you deal with console users?

They need a premium service to access anything other than Solo. So If they don't have Playstation Plus or XBox Game Pass, they cannot play Open Mode.
 
Yes, and I asked how you will define combat player? All the ships here can carry a weapon, hence a Hauler with a small beam laser is also a combat ship.

That is some pretty low-bar pedantry. I think you know what Vijaero meant.

To be clearer:

(i) Players killing another player who currently has a bounty.
(ii) Players killing another player pledged to a rival faction in a PP CZ/whatever the equivalent is from 1.0
(iii) Players killing another player who's selected a side that differs from theirs in a regular BGS CZ.

Again, as we are going off-track massively due to the desire to shift the argument back to its usual housing (G5 murderboats dunking on shieldless type 6's), the PP rewards for open play that were discussed were more about 'weighting' the output of PP activities being conducted in Open (be they hauling or combat) for the FACTION not the individual PLAYER. e.g. Hauling fortification tokens in open yielding a greater impact on the Fortification of a system than they would if conducted in Solo/a Private Group.
 
That is some pretty low-bar pedantry. I think you know what Vijaero meant.

To be clearer:

(i) Players killing another player who currently has a bounty.
(ii) Players killing another player pledged to a rival faction in a PP CZ/whatever the equivalent is from 1.0
(iii) Players killing another player who's selected a side that differs from theirs in a regular BGS CZ.

Again, as we are going off-track massively due to the desire to shift the argument back to its usual housing (G5 murderboats dunking on shieldless type 6's), the PP rewards for open play that were discussed were more about 'weighting' the output of PP activities being conducted in Open (be they hauling or combat) for the FACTION not the individual PLAYER. e.g. Hauling fortification tokens in open yielding a greater impact on the Fortification of a system than they would if conducted in Solo/a Private Group.
Its easy in a PP context- you pledge and /or do work for the power, you are a target since only players can do the work. Even NPCs follow this rule and do the same.

Sadly, no NPC hauls which is the issue- its a shame that players cannot haul at all, and that its automated and players have to stop it. Being automated would also then build in rules of empire size, and hauler composition.
 
Its easy in a PP context- you pledge and /or do work for the power, you are a target since only players can do the work. Even NPCs follow this rule and do the same.

So essentially you're agreeing with "G5 murderboat survived confrontation with a Type-9 ... is to be rewarded"?

Sadly, no NPC hauls which is the issue- its a shame that players cannot haul at all, and that its automated and players have to stop it. Being automated would also then build in rules of empire size, and hauler composition.

No NPC hauls, and also players cannot haul? Who is doing the hauling then? I must be missing something here.. Could you spell it out for non-specialists?
 
Why is it always a T-9?
Bruh...

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No NPC hauls, and also players cannot haul? Who is doing the hauling then? I must be missing something here.. Could you spell it out for non-specialists?
Its a case of 'yes but actually no' with PP1.0

You will see NPC PP Pledged Haulers doing their business (or at least you did, when I played iirc), however they don't impact on the Fortification/Prep scores for that faction. They are there purely to be shot at by rival PP pledged players, to accrue merits.

What this means is, that there is a large scope in difference between you shooting and killing one of those, and killing a player laden down with the aforementioned tokens.
 
Its a case of 'yes but actually no' with PP1.0

You will see NPC PP Pledged Haulers doing their business (or at least you did, when I played iirc), however they don't impact on the Fortification/Prep scores for that faction. They are there purely to be shot at by rival PP pledged players, to accrue merits.

The bit I don't get is "its a shame that players cannot haul at all", which seems absurdly incorrect. Hence I suspect I'm missing the point of it.
 
Why hauling in a T9 if one expects to encounter a G5 murderboat?

Cope with the risk. 🤷‍♂️

The context is about the game's criteria for appropriate risk-related rewards, specifically that in an unbalanced encounter it's nonsensical to reward a player with overwhelming advantage. You seem to have missed it.
 
The context is about the game's criteria for appropriate risk-related rewards, specifically that in an unbalanced encounter it's nonsensical to reward a player with overwhelming advantage. You seem to have missed it.

It's perfectly balanced: T9 hauls 700+ tons, a G5 murderboat hauls nothing.
 
The bit I don't get is "its a shame that players cannot haul at all", which seems absurdly incorrect. Hence I suspect I'm missing the point of it.

What the PvP players want is to drive hauling into ships that have so much offensive and defensive weaponry that they have almost no capacity to actually store cargo, thus having zero effect on the game because they now can't carry enough to make any difference, so they may as well not bother hauling. While yes you can "haul," you may as well not bother!
 
So, stop hauling? That'll get more people into PP2.0!
There shall not be same need of hauling in PP 2.0 hopefully, that should entice to a better balance of the whole framework.

I mean, I wonder why they didn't implement in current gameplay... fortifications via destroying enemy pledged / wanted ships instead of having to haul forts which clearly led to an unbalanced mechanic (if hauler is being caught by a camping murderhobo in controlling system). In PP 2.0 positive and negative actions are going to shift to a broader range of activities, including ground actions and... we don't even know, at the moment, if the new merits will be lost in some way.

Not considering the clear advantage some powers have of hauling from HQ to system, instead of system to HQ.
 
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